skein/src/main.cpp

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// To compile on Windows
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// Install GLFW 3.3.8
// https://www.glfw.org/download.html
// Install GLEW 2.2.0
// https://github.com/nigels-com/glew/releases/tag/glew-2.2.0
//
// extract the downloaded .zip files to "C:/libs"; this is currently expected
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// by our CMakeLists.txt.
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// Install CMake
// https://cmake.org/download
// Add to PATH for all users
// from project root:
// mkdir build
// cd build
// cmake ..
// cmake --build .
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// The last step compiles the executable - this can also be done from Visual
// Studio
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// To run in VS
// Set startup project in Solution Explorer
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// Press F5 to run
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// To run in VSCode
// https://code.visualstudio.com/docs/cpp/config-mingw
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// To compile on Arch Linux
//
// Install dependencies
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// sudo pacman -S glfw mesa glew
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//
// Build
// cmake ..
// cmake --build .
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
#include <astro/stateVectorIndices.hpp>
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#include <iostream>
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#include "gfx.hpp"
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#include "icosphere.hpp"
#include "orbit.hpp"
#include "orbiter.hpp"
#include "widget.hpp"
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void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_C && action == GLFW_PRESS)
{
std::cout << "lol!" << std::endl;
}
}
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int main()
{
GLFWwindow* window = nullptr;
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if (initGraphics(&window, "Hello Astro") != 0)
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return -1;
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GLuint litProgram = compileShaderProgram("./frag_lit.glsl");
GLuint unlitProgram = compileShaderProgram("./frag_unlit.glsl");
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// set up scene
Icosphere planet(0.2, 3, litProgram);
std::vector<float> keplerianElements(6);
keplerianElements[astro::semiMajorAxisIndex] = .75;
keplerianElements[astro::eccentricityIndex] = .5;
keplerianElements[astro::inclinationIndex] = 3.142 / 2.0 + 1;
keplerianElements[astro::argumentOfPeriapsisIndex] = 2.0;
keplerianElements[astro::longitudeOfAscendingNodeIndex] = 0;
Orbit orbit(keplerianElements, unlitProgram);
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Icosphere orbiterSphere(0.07, 2, litProgram);
Orbiter orbiter(orbiterSphere, orbit, unlitProgram);
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// register input
// TODO: init objects with a reference to the window so that they can register
// their own key inputs
glfwSetKeyCallback(window, keyCallback);
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// Main loop
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while (!glfwWindowShouldClose(window))
{
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// TODO: receive input from GLFW
glfwPollEvents();
// rendering
glClearColor(0.2, 0.3, 0.3, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
orbiter.render(time);
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glfwSwapBuffers(window);
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}
glfwTerminate();
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return 0;
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}